Collision detection is the determination of whether or not two or more entities make contact with each other during gameplay.

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Is there a specific library to handle the collision system of a big game world like WoW, or any physics library will work?

Nothing else to add. Is there a specific library to handle the collision system of a big game world like WoW, or any physics library like ODE will work?
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560 views

Collision detection not working

I realized I put this in the wrong forum, so here it is: I made a collision detection in the Update() section, and this is the code: if (player.playerRect.Intersects(turtleRect)) { ...
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In very simple 3d racing games, how are collisions handled?

I was wondering how collisions in some simple 3d car racing games are done (especially in games like Outrun 2/Motoracer). In classic car racing games with complex environment (open world), I guess ...
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461 views

Collision Detection doesnt work because some things move more than 1px at a time

I'm writing a 2d scrolling game in javascript using canvas and since I'm limited to setInterval running at minimum once every ms, I need to have some objects moving at greater than 1 pixel a second. I ...
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3answers
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Collision detection in 3D space

I've got to write, what can be summed up as, a compelte 3D game from scratch this semester. Up untill now i have only programmed 2D games in my spare time, the transition doesn't seem tough, the ...
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1answer
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Microsoft XNA Platformer Example, is the Collsion Detection implemented accurately?

The example provided by Microsoft seems as if the collision detection (from what I can see) will have a small error. When the user collides with an Unpassable tile, the depth of the intersection is ...
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2answers
2k views

3d bounding Box border xna

So, I'm trying to develop a 3d table tennis game, and I'm having problems when it comes to colliding the ball with the table. I have a bounding sphere for the ball and bounding box for the table, but ...
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2answers
733 views

How do I handle walking up and down bridges at any angle?

I'm currently trying to create a 2D platformer puzzle game like Mario vs. Donkey Kong: Mini-land Mayhem! within Flash. My issues reside in the bridge collision with the walking AI. The game allows ...
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1answer
179 views

Collision Detection Result Theory?

To be clear because the title is slightly ambiguous: I understand that to check for collision detection it's (box.x > otherBox.x && box.x < otherBox.x + otherBox.w) etc. However I'm ...
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1k views

removing box2d objects before collision occurs

I am having a problem with a collision detection between the character and items, both created as box2d objects. What I am trying to do is to delete the item or remove item from the collision method ...
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2answers
746 views

Detecting a click on a tile

I'm making a simple tile-map system in LWJGL, and I'm trying to figure out how to detect if the mouse is clicking inside of a tile. So far no matter where I click it's always the same tile that is ...
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1answer
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Collision intepenetration and objects getting stuck (Unity)

I am having what is probably a newbie problem with Unity, but for the life of me, I can't find a decent solution to it. In short: my rigid bodies collide, but sometimes, they interpenetrate and stay ...
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2answers
774 views

Collision Problems in Pacman Clone

I am working on a Pacman clone. I am using Java for the project. I have been having problems with collisions, and allowing the player to pass through objects. Note that the tile size (and player) is ...
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1answer
742 views

Polygon Collision Detection Android

I am starting to try and figure out polygon collision detection in my Android game. I am currently doing pixel level collision detection and it just seems to be too slow (though it works). I was ...
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0answers
171 views

Farseer Physics EndContact events don't fire for all registered delegates

Here's my situation: I have several objects that contain a body and a fixture. They are set to sensor = true; atmosphere = BodyFactory.CreateCircle(world, atmosphereRadius / Level.METER_IN_PIXELS, ...
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4answers
2k views

Is there a way to increase the collision check efficiency of a system of n objects?

I'm making a game that consists of many onscreen objects, one of which is the player. I need to know which objects are colliding every iteration. I made something like this: for (o in objects) { ...
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1answer
296 views

In the GJK algorithm, when is a point ever closer to the origin than a line?

The GJK algorithm depends upon a function in its loop that updates the simplex and search direction for the next iteration (which is often called something like DoSimplex() or ProcessSimplex()). In ...
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2answers
460 views

Pong - Changing the Ball's Y location depending on where it hits the paddle

I'm making my first game in, Pong, and I'm trying to make the ball's Y increase or decrease, depending on where it impacts the paddle. After implementing the code below, the ball only goes down, but ...
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1answer
2k views

How do you implement 2D collision detection?

I would like to know the best or most efficient way to test for 2D collision. I am currently using AABBs, but the problem with this, is that your objects will be hitting things when they shouldn't. ...
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1answer
363 views

Why does my 2d collision and movement not work properly?

I'm trying to write(in c++ using sdl) a mario like game as in a tile based world with by pixel movement for the character and I've run into some problems I cannot seem to find the source of: 1.The ...
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1answer
389 views

Keep running CGRectIntersect Method - Objective C

I have two UIImageViews. mainSprite, and enemy1. And I have a method that makes enemy1 start moving towards mainSprite. So here's that method. -(void)enemy1Aggro{ if ...
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4answers
3k views

Which Side Was Hit?

I am working on an Android game and I have two objects A and B (both rectangles) and when they collide I simply want to know which side of B was hit. I have detected the collision fine, but I am ...
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1answer
2k views

Farseer Physics collision detection vs intersection detection with sensors

I'm trying to make a game that uses Farseer physics engine as its main collision detection engine. I have a 2d circle body object that has a matching fixture (I used the CreatCircle method. I did not ...
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2answers
454 views

Detecting collision between a sprite and many tiles

I have been looking at the following question:- Tile coordinates and am thinking of using this for collision detection in my tile game. The set up in my game is similar to this, in that there is a ...
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2answers
2k views

physics.addBody() with custom shapes in Corona SDK

Does the physics.addBody() only work with Circles and Rectangles? Or is it possible to physics.addBody() on vector shapes or sprites or with masks or something?
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2answers
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Box2d and sprites

i have really little practice with box2d, but basically it seems to me that it is possible to attach to every sprite (in a 2d game) a box2d shape (that is, a bounding box enclosing the sprite itself) ...
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1answer
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How do I calculate collision response between a sphere and a plane?

I'm trying to create a simple 3D game and need to constrain the player within the limits of the game world. When the player hits the sides of the world I want the player's ship to bounce off slightly. ...
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6answers
812 views

Testing whether two cubes are touching in space

Does anyone have any clean ideas on testing whether two cubes in 3D space touch? By touch I mean, touch at corners or on a face or on an edge. Say that the cubes are axis aligned and there is no ...
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2answers
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How to handle pixel-perfect collision detection with rotation?

Does anyone have any ideas how to go about achieving rotational pixel-perfect collision detection with Bitmaps in Android? Or in general for that matter? I have pixel arrays currently but I don't know ...
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2answers
1k views

General 2D Collision Detection Question

Everytime I have coded "working" collision, I always went about it very haphazardly and unstructured. If I use Axis Aligned, or Verlet, Or Euler, any or all of these theories, my problems always lie ...
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2answers
444 views

Trace with 2D terrain

I currently have some 2D terrain in my game defined by 2D coordinates with lines drawn in between them (linear interpolation too keep it simple). Now I want to cast a ray from anywhere above the ...
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1answer
467 views

XNA Silverlight 5 3D Model Position

I am use to XNA and starting to learn XNA for Silverlight 5. My Question is that in XNA when you create a Model and load it using content.load you are able to access the models Position, scale etc.. ...
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2answers
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Designing Efficient 2D Collision for Topdown Shooter

This makes it the first time I'm posting here, so apologies if I stumble over beloved conventions. Currently, I'm trying to figure out how I want to handle collisions for a large number of entities ...
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1answer
245 views

Box 2d and really complex big shapes

I intended to use jbox2d for my project. But as I went deeper into it's manual I'd found out that it supports dynamic objects between 0.1 and 10 meters (if use scaling and assume that 0.1 is smallest ...
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2answers
952 views

How do I deal with abstracting collision handling code between entities with differing collision components?

I'm using a component based entity design with Components that hold the data and Systems that act on entities based on the components they have. Entities are registered to all systems as they are ...
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1answer
674 views

Can't seem to get predictive collision detection working correctly

I am trying to set up the collision detection on a basic 2d game, player clicks a button sprite moves one step int he corresponding direction. Currently all my sprites have the collision rectange ...
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1answer
431 views

How can I determine which direction a 2D collision is occurring from?

The problem is as follows: Think 2D Zelda (Links Awakening, A Link to the Past) style movement where you can run into walls from any of the four cardinal directions, or basically up, down, left, and ...
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428 views

How can I represent and collide with interior boundaries in a maze?

I'm creating a 2D maze game in Python. When I collide with the walls, the user can go through them but I want to be able to block him from doing that. How do I do this? Would I use an array? I have ...
2
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2answers
308 views

Telling which side of a voxel was hit by an object

In XNA, I have an axis-aligned BoundingBox representing the object's hit box, and a Vector3 representing the object's velocity. I also have a stationary 1x1x1 axis-aligned BoundingBox representing a ...
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2answers
562 views

How do I handle specific tile/object collisions?

What do I do after the bounding box test against a tile to determine whether there is a real collision against the contents of that tile? And if there is, how should I move the object in response to ...
2
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2answers
2k views

Designing Collision Detection for 2D Rectangular Adventure/RPG

TLDR: I'm looking for an efficient way to detect collisions between irregular/small objects that are not a full tile size (like small cans) and a free-moving character in a 2D game. I'm planning to ...
2
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2answers
911 views

How do I do 3d collisions in isometric game?

I've wondered how to get basic collision detection working in an isometric game. I'm using panda3d which has very comfortable support for bullet, ode and a small builtin physics framework. The problem ...
6
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2answers
5k views

Breakout Collision: Detecting the side of collision

I am writing a breakout clone (my first game) and am totally stuck as to how I figure out which side of the brick was hit. I have a collision detection method that looks like this: ...
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2answers
2k views

Collision Detection problems in Voxel Engine (XNA)

I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have ...
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3answers
441 views

Is showing a collision in slow motion computationally relaxing?

In a lot of racing games (Burnout Paradise, for example) when a collision is about to happen, the game play automatically switches to slow motion and carries on in slow sequence until after the ...
5
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1answer
4k views

how get collision callback of two specific objects using bullet physics?

I have got problem implementing collision callback into my project. I would like to have detection between two specific objects. I have got normall collision but I want one object to stop or change ...
11
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1answer
4k views

How can I define a complex collision area on top of a tile map?

As many people recommended, I am using Tiled map editor to create a map for my game and it's great particularly because libgdx framework also provides with API for maps from Tiled. I understand I can ...
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1answer
1k views

2D Collision: Check before or check after?

I'm using velocity to move my character, I just add/subtract 0.4f and then update the players position in the update loop. I was wondering, when would be the best place to check for collision? Do I ...
6
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0answers
357 views

Rotating platform glitch in a 2D platformer [closed]

So I'm making a tiled platform game in C#/XNA where the whole world is constantly rotating. The huge hurdle was to find out what side of the tile the player was touching, and what angle it was. I ...
5
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1answer
7k views

How can I use Rectangle.Intersect() to resolve collisions in XNA?

I have a 2D game written in XNA, and I've been trying to fine-tune my collision resolution. All of my game objects are squares, which means detecting a collision is easy - use the position and the ...